Except I never claimed that you should reload every time you miss a roll. What I am saying is that if the combat system is heavily relying on rolls, you will die a lot of times because of said rolls.
Okay, now would you tell me a cRPG where this is the case? Where the combat system heavily relying on rolls resulted in us dying because of said rolls?
While if the combat is mostly dependant on character's skills, most of your deaths will happen because you didn't play well enough.
But isn't that the point of having to learn to master the game, no? If you haven't mastered the game to the point of finally played the game well enough, wouldn't it be natural for you to die a lot?
Also, is there even a cRPG like that? That the combat system relied mostly on character's skills, resulting on deaths because of not playing the game well enough?
I didn't say anything about AoD specifically.
- - -
When I am talking about the dependance of dice rolls in combat, I am talking about how important is to succed in rolls in order to win an encounter. To go with examples: a game where the player's skill and the rolls are 50-50 at determining the result of an encounter, if you die 10 times, half of them was because of bad rolls. Where in a game where it's 90-10, if you die 10 times, only 1 death was because of bad rolls. (obv. I am talking about averages here)
To help you visualise the concept:
-Chess is 100℅ player's skill based.
-Flipping the coin is 100℅ "roll" based.
-Jagged Alliance 2 is mostly skill based, because if you don't know how to play and just go around shooting people, even if you score some good rolls, you will still die. While if you know how to play and use proper tactics you can win even if you score some bad rolls.
And I'm only bringing up AoD as an example where a cRPG's combat mechanics consist of evenly relied on both player's skills in utilizing different tactics and character's skills to even the odds of the dice rolls, because I disagree with your notion that a good cRPG combat mechanic is the one where rolls are of secondary concern.
- - -
"To go with examples: a game where the player's skill and the rolls are 50-50 at determining the result of an encounter, if you die 10 times, half of them was because of bad rolls. Where in a game where it's 90-10, if you die 10 times, only 1 death was because of bad rolls. (obv. I am talking about averages here)"
Pardon me, I'm just a newfag and I don't have any experience in P&P, but how would you explain, with this example, the cases where one missed an attack with ~95% THC, like, 3 times in a row?\
I know all this, that's why I clarified from the start that I am not talking about fallout specifically:
How exactly can the combat "rely" on character's skill? Your build gives you a certain variety of combat options, but the result of an encounter shouldn't be decided from the player's skill?
(Not talking about fallout here, the point is about RPGs in general)
I already explained it.
To-Hit Chance. Tbh, being a cRPG newfag I'm not exactly sure how the older cRPGs works in this regard since they mostly tried to emulate P&P RPGs. More recent cRPGs like AoD had crystal clear THC formula shown when you hover your cursor over an enemy, basically your character's Attack Accuracy - Enemy's Defense, which then added or reduced further based on what type of attack you're going to use (Fast, Regular, Power, Aimed etc etc), and if you're attacking an enemy from their side or behind. And then there's Underrail which is pretty much the same but there's also some hidden factors like darkness, your weapon's capability (max/optimal range), ranged attacks versus evasion, melee vs dodge, etc etc.
And then you mentioned things like this
For a combat system to actually be good it must rely primarily on player's skill. If the rolls are more important than the actual tactics then the combat is not a test of your tactical skills, but a matter of reloading the last save until you get the right rolls. A little randomness is good to spice things up but it shouldn't override the importance of player input.
I get what you were trying to say, except you were bringing up how, when a cRPG put more emphasis and importance on rolls instead of player's input, it became a matter of reloading last save. Thing is, I never know a cRPG that do that kind of shit. Most of cRPGs I've played until this point kind of have a balance between player's input and dice rolls. You can prepare all the items you want to utilize on this next particular encounters, you already know where to position your character, you already know what attacks to use, when to use it, and on who to use that attack.... but there's still the dice rolls that would influence how the combat would play out (~95% THC can still be missing the mark/dodged/blocked). So, I think you're making up a problem where none existed.